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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.49 by root, Mon May 14 21:32:27 2007 UTC vs.
Revision 1.94 by root, Sun Apr 11 00:34:06 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
26 26
27/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
59/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
60 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
61 * subtypes. 61 * subtypes.
62 */ 62 */
63void 63void
64init_skills (void) 64init_skills ()
65{ 65{
66 for (archetype *at = first_archetype; at; at = at->next) 66 for_all_archetypes (at)
67 if (at->clone.type == SKILL) 67 if (at->type == SKILL)
68 { 68 {
69 if (skill_names[at->clone.subtype]) 69 if (skill_names[at->subtype])
70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->subtype, &skill_names[at->subtype], &at->skill);
72 else 72 else
73 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->subtype] = at->skill;
74 } 74 }
75 75
76 /* This isn't really an error if there is no skill subtype set, but 76 /* This isn't really an error if there is no skill subtype set, but
77 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
78 */ 78 */
85 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
86 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
87 * mostly used for sending exp. 87 * mostly used for sending exp.
88 */ 88 */
89void 89void
90link_player_skills (object *op) 90player::link_skills ()
91{ 91{
92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
94
92 for (object *tmp = op->inv; tmp; tmp = tmp->below) 95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
93 if (tmp->type == SKILL) 96 if (tmp->type == SKILL)
94 { 97 {
95 /* This is really a warning, hence no else below */ 98 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
96 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
97 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
98 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
99 99
100 if (tmp->subtype >= NUM_SKILLS) 100 if (last_skill_ob [tmp->subtype] != tmp)
101 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
102 else
103 { 101 {
102 /* This is really a warning, hence no else below */
103 if (last_skill_ob [tmp->subtype])
104 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
105 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
106
104 op->contr->last_skill_ob[tmp->subtype] = tmp; 107 last_skill_ob [tmp->subtype] = tmp;
105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 108 if (ns)
109 ns->last_skill_exp [tmp->subtype] = -1;
106 } 110 }
107 } 111 }
108} 112}
109 113
114static object *
115find_skill (object *who, shstr_cmp name)
116{
117 if (who->chosen_skill
118 && who->chosen_skill->skill == name
119 && who->chosen_skill->type == SKILL)
120 return who->chosen_skill;
121
122 for (object *tmp = who->inv; tmp; tmp = tmp->below)
123 if (tmp->skill == name && tmp->type == SKILL)
124 return splay (tmp);
125
126 return 0;
127}
128
129object *player::find_skill (shstr_cmp name) const
130{
131 // might want to use last_skill_obj at one point, or maybe not
132 return ::find_skill (ob, name);
133}
134
110/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
111 * one that accumlates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
112 * 137 *
113 * It is presumed that the player will be needing to actually 138 * It is presumed that the player will be needing to actually
114 * use the skill, so thus if use of the skill requires a skill 139 * use the skill, so thus if use of the skill requires a skill
115 * tool, this code will equip it. 140 * tool, this code will equip it.
116 */ 141 */
117object * 142object *
118find_skill_by_name (object *who, const char *name)
119{
120 if (!name)
121 return 0;
122
123 object *skill = 0, *skill_tool = 0;
124
125 /* We make sure the length of the string in the object is greater
126 * in length than the passed string. Eg, if we have a skill called
127 * 'hi', we don't want to match if the user passed 'high'
128 */
129 for (object *tmp = who->inv; tmp; tmp = tmp->below)
130 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
132 skill = tmp;
133
134 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one.
136 */
137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp;
143 }
144 }
145
146 /* If this is a skill that can be used without a tool, return it */
147 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
148 return skill;
149
150 /* Player has a tool to use the skill. If not applied, apply it -
151 * if not successful, return null. If they do have the skill tool
152 * but not the skill itself, give it to them.
153 */
154 if (skill_tool)
155 {
156 if (!skill)
157 {
158 skill = give_skill_by_name (who, skill_tool->skill);
159 link_player_skills (who);
160 }
161
162 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
163 if (apply_special (who, skill_tool, 0))
164 return 0;
165
166 return skill;
167 }
168
169 return 0;
170}
171
172static object *
173find_skill (object *who, const shstr &sh)
174{
175 for (object *tmp = who->inv; tmp; tmp = tmp->below)
176 if (tmp->skill == sh && tmp->type == SKILL)
177 return tmp;
178
179 return 0;
180}
181
182// like the other function above, but for exact matches using a shstr
183// which is very common inside the server. unlike the above function,
184// we always return the skill.
185object *
186find_skill_by_name (object *who, const shstr &sh) 143find_skill_by_name (object *who, shstr_cmp sh)
187{ 144{
188 object *skill_tool = 0; 145 object *skill_tool = 0;
189 146
190 for (object *tmp = who->inv; tmp; tmp = tmp->below) 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
191 if (tmp->skill == sh) 148 if (tmp->skill == sh)
192 { 149 {
193 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) 150 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
194 /* If this is a skill that can be used without applying tool, return it */ 151 /* If this is a skill that can be used without applying tool, return it */
195 return tmp->inv_splay (); 152 return splay (tmp);
196 /* Try to find appropriate skilltool. If the player has one already 153 /* Try to find appropriate skilltool. If the player has one already
197 * applied, we try to keep using that one. 154 * applied, we try to keep using that one.
198 */ 155 */
199 else if (tmp->type == SKILL_TOOL && !skill_tool) 156 else if (tmp->type == SKILL_TOOL && !skill_tool)
200 skill_tool = tmp; 157 skill_tool = tmp;
208 * but not the skill itself, give it to them. 165 * but not the skill itself, give it to them.
209 */ 166 */
210 object *skill = find_skill (who, skill_tool->skill); 167 object *skill = find_skill (who, skill_tool->skill);
211 168
212 if (!skill) 169 if (!skill)
213 {
214 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
215 link_player_skills (who);
216 }
217
218 skill->inv_splay ();
219 171
220 if (!skill_tool->flag [FLAG_APPLIED]) 172 if (!skill_tool->flag [FLAG_APPLIED])
221 if (apply_special (who, skill_tool, AP_APPLY)) 173 if (!who->apply (splay (skill_tool)))
222 return 0; 174 return 0;
223 175
224 return skill; 176 return splay (skill);
177}
178
179object *
180find_skill_by_name_fuzzy (object *who, const char *name)
181{
182 if (name)
183 for (object *tmp = who->inv; tmp; tmp = tmp->below)
184 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
185 && tmp->skill.starts_with (name))
186 if (object *skop = find_skill_by_name (who, tmp->skill))
187 return skop;
188
189 return 0;
225} 190}
226 191
227/* This returns the skill pointer of the given name (the 192/* This returns the skill pointer of the given name (the
228 * one that accumulates exp, has the level, etc). 193 * one that accumulates exp, has the level, etc).
229 * 194 *
236 * this replaces find_skill. 201 * this replaces find_skill.
237 */ 202 */
238object * 203object *
239find_skill_by_number (object *who, int skillno) 204find_skill_by_number (object *who, int skillno)
240{ 205{
241 if (!IN_RANGE_EXC (skillno, 1, NUM_SKILLS))
242 return 0;
243
244 object *skill = NULL, *skill_tool = NULL;
245
246 for (object *tmp = who->inv; tmp; tmp = tmp->below) 206 for (object *tmp = who->inv; tmp; tmp = tmp->below)
247 {
248 if (tmp->type == SKILL && tmp->subtype == skillno) 207 if (tmp->type == SKILL && tmp->subtype == skillno)
249 skill = tmp; 208 if (object *skop = find_skill_by_name (who, tmp->skill))
250
251 /* Try to find appropriate skilltool. If the player has one already
252 * applied, we try to keep using that one.
253 */
254 //TODO: afaics, skill tools have subtype 0 always
255 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
256 {
257 if (QUERY_FLAG (tmp, FLAG_APPLIED))
258 skill_tool = tmp;
259 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
260 skill_tool = tmp;
261 }
262 }
263
264 /* If this is a skill that can be used without a tool, return it */
265 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
266 return skill;
267
268 /* Player has a tool to use the skill. If not applied, apply it -
269 * if not successful, return null. If they do have the skill tool
270 * but not the skill itself, give it to them.
271 */
272 if (skill_tool)
273 {
274 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
275 {
276 if (apply_special (who, skill_tool, 0))
277 return NULL;
278 }
279
280 if (!skill)
281 {
282 skill = give_skill_by_name (who, skill_tool->skill);
283 link_player_skills (who);
284 }
285
286 return skill; 209 return skop;
287 }
288 210
289 return NULL;
290}
291
292/* This changes the objects skill to new_skill.
293 * note that this function doesn't always need to get used -
294 * you can now add skill exp to the player without the chosen_skill being
295 * set. This function is of most interest to players to update
296 * the various range information.
297 * return 1 on success, 0 on error
298 */
299int
300change_skill (object *who, object *new_skill, int flag)
301{
302 if (who->type != PLAYER)
303 return 0; 211 return 0;
304
305#if 0
306 // optimise this supposedly common case
307 if (new_skill == who->chosen_skill)
308 return 1;
309#endif
310
311 if (!new_skill)
312 {
313 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
314 who->debug_desc ());
315 return 0;
316 }
317
318 // the skill could be readied already because it is used by a weapon.
319 who->change_weapon (0);
320 new_skill->inv_splay ();
321
322 if (apply_special (who, new_skill, AP_APPLY))
323 return 0;
324
325 return 1;
326}
327
328/* This function just clears the chosen_skill and range_skill values
329 * in the player.
330 */
331void
332clear_skill (object *who)
333{
334 who->chosen_skill = 0;
335 CLEAR_FLAG (who, FLAG_READY_SKILL);
336
337 if (player *pl = who->contr)
338 if (pl->ranged_ob && pl->ranged_ob->type == SKILL)
339 pl->ranged_ob = 0;
340} 212}
341 213
342/* do_skill() - Main skills use function-similar in scope to cast_spell(). 214/* do_skill() - Main skills use function-similar in scope to cast_spell().
343 * We handle all requests for skill use outside of some combat here. 215 * We handle all requests for skill use outside of some combat here.
344 * We require a separate routine outside of fire() so as to allow monsters 216 * We require a separate routine outside of fire() so as to allow monsters
351 */ 223 */
352int 224int
353do_skill (object *op, object *part, object *skill, int dir, const char *string) 225do_skill (object *op, object *part, object *skill, int dir, const char *string)
354{ 226{
355 int success = 0, exp = 0; 227 int success = 0, exp = 0;
356 int did_alc = 0;
357 228
358 if (!skill) 229 if (!skill)
359 return 0; 230 return 0;
360 231
361 /* The code below presumes that the skill points to the object that 232 /* The code below presumes that the skill points to the object that
386 /* Not 100% sure if this will work with new movement code - 257 /* Not 100% sure if this will work with new movement code -
387 * the levitation skill has move_type for flying, so when 258 * the levitation skill has move_type for flying, so when
388 * equipped, that should transfer to player, when not, 259 * equipped, that should transfer to player, when not,
389 * shouldn't. 260 * shouldn't.
390 */ 261 */
391 if (QUERY_FLAG (skill, FLAG_APPLIED)) 262 if (skill->flag [FLAG_APPLIED])
392 { 263 {
393 CLEAR_FLAG (skill, FLAG_APPLIED); 264 skill->clr_flag (FLAG_APPLIED);
394 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 265 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
395 } 266 }
396 else 267 else
397 { 268 {
398 SET_FLAG (skill, FLAG_APPLIED); 269 skill->set_flag (FLAG_APPLIED);
399 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 270 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
400 } 271 }
401 272
402 op->update_stats (); 273 op->update_stats ();
403 success = 1; 274 success = 1;
404 break; 275 break;
414 case SK_HIDING: 285 case SK_HIDING:
415 exp = success = hide (op, skill); 286 exp = success = hide (op, skill);
416 break; 287 break;
417 288
418 case SK_JUMPING: 289 case SK_JUMPING:
419 success = jump (op, dir, skill); 290 exp = success = jump (op, dir, skill);
420 break; 291 break;
421 292
422 case SK_INSCRIPTION: 293 case SK_INSCRIPTION:
423 exp = success = write_on_item (op, string, skill); 294 exp = success = write_on_item (op, string, skill);
424 break; 295 break;
486 case SK_LITERACY: 357 case SK_LITERACY:
487 case SK_WOODSMAN: 358 case SK_WOODSMAN:
488 /* first, we try to find a cauldron, and do the alchemy thing. 359 /* first, we try to find a cauldron, and do the alchemy thing.
489 * failing that, we go and identify stuff. 360 * failing that, we go and identify stuff.
490 */ 361 */
362 {
363 bool found_cauldron = false;
364
491 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 365 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
492 { 366 {
493 next = tmp->above; 367 next = tmp->above;
494 368
495 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 369 if (tmp->flag [FLAG_IS_CAULDRON])
496 { 370 {
371 found_cauldron = true;
372
373 if (tmp->skill != skill->skill)
374 {
375 op->failmsgf ("You can't use the %s with the %s skill!",
376 query_name (tmp),
377 query_name (skill));
378 break;
379 }
380
497 attempt_do_alchemy (op, tmp); 381 attempt_do_alchemy (op, tmp, skill);
498 382
499 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 383 if (tmp->flag [FLAG_APPLIED])
500 esrv_send_inventory (op, tmp); 384 esrv_send_inventory (op, tmp);
501
502 did_alc = 1;
503 } 385 }
504 } 386 }
505 387
506 if (did_alc == 0) 388 if (!found_cauldron)
507 exp = success = skill_ident (op, skill); 389 exp = success = skill_ident (op, skill);
508 390 }
509 break; 391 break;
510 392
511 case SK_DET_MAGIC: 393 case SK_DET_MAGIC:
512 case SK_DET_CURSE: 394 case SK_DET_CURSE:
513 exp = success = skill_ident (op, skill); 395 exp = success = skill_ident (op, skill);
544 case SK_SUMMONING: 426 case SK_SUMMONING:
545 case SK_CLIMBING: 427 case SK_CLIMBING:
546 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 428 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
547 break; 429 break;
548 430
431 case SK_MINING:
432 success = skill_mining (op, part, skill, dir, string);
433 break;
434
435 case SK_FISHING:
436 success = skill_fishing (op, part, skill, dir, string);
437 break;
438
549 default: 439 default:
550 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 440 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
551 break; 441 break;
552 } 442 }
553 443
555 * Monsters have no skill use time because of the random nature in 445 * Monsters have no skill use time because of the random nature in
556 * which use_monster_skill is called already simulates this. 446 * which use_monster_skill is called already simulates this.
557 * If certain skills should take more/less time, that should be 447 * If certain skills should take more/less time, that should be
558 * in the code for the skill itself. 448 * in the code for the skill itself.
559 */ 449 */
560
561 if (op->type == PLAYER) 450 if (op->type == PLAYER)
562 op->speed_left -= 1.f; 451 op->speed_left -= 1.f;
563 452
564 /* this is a good place to add experience for successfull use of skills. 453 /* this is a good place to add experience for successfull use of skills.
565 * Note that add_exp() will figure out player/monster experience 454 * Note that add_exp() will figure out player/monster experience
613 * If an object is not alive and magical we set the base exp higher to 502 * If an object is not alive and magical we set the base exp higher to
614 * help out exp awards for skill_ident skills. Also, if 503 * help out exp awards for skill_ident skills. Also, if
615 * an item is type RUNE, we give out exp based on stats.Cha 504 * an item is type RUNE, we give out exp based on stats.Cha
616 * and level (this was the old system) -b.t. 505 * and level (this was the old system) -b.t.
617 */ 506 */
618
619 if (!op) 507 if (!op)
620 { /* no item/creature */ 508 { /* no item/creature */
621 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 509 op_lvl = max (1, who->map->difficulty);
622 op_exp = 0; 510 op_exp = 0;
623 } 511 }
624 else if (op->type == RUNE || op->type == TRAP) 512 else if (op->type == RUNE || op->type == TRAP)
625 { /* all traps. If stats.Cha > 1 we use that 513 { /* all traps. If stats.Cha > 1 we use that
626 * for the amount of experience */ 514 * for the amount of experience */
629 } 517 }
630 else 518 else
631 { /* all other items/living creatures */ 519 { /* all other items/living creatures */
632 op_exp = op->stats.exp; 520 op_exp = op->stats.exp;
633 op_lvl = op->level; 521 op_lvl = op->level;
634 if (!QUERY_FLAG (op, FLAG_ALIVE)) 522 if (!op->flag [FLAG_ALIVE])
635 { /* for ident/make items */ 523 op_lvl += 5 * abs (op->magic); /* for ident/make items */
636 op_lvl += 5 * abs (op->magic);
637 }
638 } 524 }
639 525
640 if (op_lvl < 1) 526 if (op_lvl < 1)
641 op_lvl = 1; 527 op_lvl = 1;
642 528
650 /* if skill really is a skill, then we can look at the skill archetype for 536 /* if skill really is a skill, then we can look at the skill archetype for
651 * bse reward value (exp) and level multiplier factor. 537 * bse reward value (exp) and level multiplier factor.
652 */ 538 */
653 if (skill->type == SKILL) 539 if (skill->type == SKILL)
654 { 540 {
655 base += skill->arch->clone.stats.exp; 541 base += skill->arch->stats.exp;
656 if (settings.simple_exp) 542 if (settings.simple_exp)
657 { 543 {
658 if (skill->arch->clone.level) 544 if (skill->arch->level)
659 lvl_mult = (float) skill->arch->clone.level / 100.0; 545 lvl_mult = (float) skill->arch->level / 100.0;
660 else 546 else
661 lvl_mult = 1.0; /* no adjustment */ 547 lvl_mult = 1.0; /* no adjustment */
662 } 548 }
663 else 549 else
664 { 550 {
665 if (skill->level) 551 if (skill->level)
666 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 552 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
667 else 553 else
668 lvl_mult = 1.0; 554 lvl_mult = 1.0;
669 } 555 }
670 } 556 }
671 else 557 else
672 { 558 {
673 /* Don't divide by zero here! */ 559 /* Don't divide by zero here! */
674 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 560 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
675 } 561 }
676 } 562 }
677 563
678 /* assemble the exp total, and return value */ 564 /* assemble the exp total, and return value */
679 565
696 * player learns the skill, 2 otherwise. 582 * player learns the skill, 2 otherwise.
697 */ 583 */
698int 584int
699learn_skill (object *pl, object *scroll) 585learn_skill (object *pl, object *scroll)
700{ 586{
701 object *tmp;
702
703 if (!scroll->skill) 587 if (!scroll->skill)
704 { 588 {
705 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 589 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
706 return 2; 590 return 2;
707 } 591 }
708 592
709 /* can't use find_skill_by_name because we want skills the player knows 593 object *tmp = find_skill (pl, scroll->skill);
710 * but can't use natively.
711 */
712
713 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
714 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
715 break;
716 594
717 /* player already knows it */ 595 /* player already knows it */
718 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 596 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
719 return 0; 597 return 0;
720 598
721 /* now a random change to learn, based on player Int. 599 /* now a random change to learn, based on player Int.
722 * give bonus based on level - otherwise stupid characters 600 * give bonus based on level - otherwise stupid characters
723 * might never be able to learn anything. 601 * might never be able to learn anything.
732 { 610 {
733 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 611 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
734 return 2; 612 return 2;
735 } 613 }
736 614
737 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 615 tmp->set_flag (FLAG_CAN_USE_SKILL);
738 link_player_skills (pl); 616
739 return 1; 617 return 1;
740} 618}
741 619
742/* Gives a percentage clipped to 0% -> 100% of a/b. */ 620/* Gives a percentage clipped to 0% -> 100% of a/b. */
743/* Probably belongs in some global utils-type file? */ 621/* Probably belongs in some global utils-type file? */
767 * Note this function is a bit more complicated becauase we 645 * Note this function is a bit more complicated becauase we
768 * we want ot sort the skills before printing them. If we 646 * we want ot sort the skills before printing them. If we
769 * just dumped this as we found it, this would be a bit 647 * just dumped this as we found it, this would be a bit
770 * simpler. 648 * simpler.
771 */ 649 */
772 650//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
773void 651void
774show_skills (object *op, const char *search) 652show_skills (object *pl, const char *search)
775{ 653{
776 object *tmp = NULL;
777 char buf[MAX_BUF];
778 const char *cp; 654 const char *cp;
779 int i, num_skills_found = 0; 655 int i, num_skills_found = 0;
780 static const char *const periods = "........................................"; 656 const char *const periods = ".............................."; // 30
781 657
782 /* Need to have a pointer and use strdup for qsort to work properly */ 658 /* Need to have a pointer and use strdup for qsort to work properly */
783 char skills[NUM_SKILLS][MAX_BUF]; 659 char skills[NUM_SKILLS][128]; // d'oh
784 660
661 object *op = pl->contr->ob;
785 662
786 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 663 for (object *tmp = op->inv; tmp; tmp = tmp->below)
787 { 664 {
788 if (tmp->type == SKILL) 665 if (tmp->type == SKILL)
789 { 666 {
790 if (search && strstr (tmp->name, search) == NULL) 667 if (search && !tmp->name.contains (search))
791 continue; 668 continue;
669
670 char buf[30];
671
792 /* Basically want to fill this out to 40 spaces with periods */ 672 /* Basically want to fill this out to 30 spaces with periods */
793 sprintf (buf, "%s%s", &tmp->name, periods); 673 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
794 buf[40] = 0;
795 674
796 if (settings.permanent_exp_ratio) 675 if (settings.permanent_exp_ratio)
797 {
798 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 676 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
799 buf, tmp->level, tmp->stats.exp, 677 buf, tmp->level, tmp->stats.exp,
800 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 678 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
801 }
802 else 679 else
803 {
804 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 680 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
805 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 681 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
806 } 682
807 /* I don't know why some characters get a bunch of skills, but 683 /* I don't know why some characters get a bunch of skills, but
808 * it sometimes happens (maybe a leftover from bugier earlier code 684 * it sometimes happens (maybe a leftover from bugier earlier code
809 * and those character are still about). In any case, lets handle 685 * and those character are still about). In any case, lets handle
810 * it so it doesn't crash the server - otherwise, one character may 686 * it so it doesn't crash the server - otherwise, one character may
811 * crash the server numerous times. 687 * crash the server numerous times.
812 */ 688 */
813 if (num_skills_found >= NUM_SKILLS) 689 if (num_skills_found >= NUM_SKILLS)
814 { 690 {
815 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 691 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
816 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 692 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
817 break; 693 break;
818 } 694 }
819 } 695 }
820 } 696 }
821 697
822 clear_win_info (op); 698 dynbuf_text &msg = msg_dynbuf; msg.clear ();
823 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 699
700 msg << "T<Player skills:>\n\n";
824 if (num_skills_found > 1) 701 if (num_skills_found > 1)
825 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 702 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
826 703
827 for (i = 0; i < num_skills_found; i++) 704 for (i = 0; i < num_skills_found; i++)
828 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 705 msg << " C<" << skills [i] << ">\n";
829 706
830 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 707 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
831 708
832 cp = determine_god (op); 709 cp = determine_god (op);
833 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 710 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
834 711
835 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 712 msg << "Your equipped item power is " << (int)op->contr->item_power
836 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 713 << " out of " << int (op->level * settings.item_power_factor)
714 << ".\n";
715
716 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
837} 717}
838 718
839/* use_skill() - similar to invoke command, it executes the skill in the 719/* use_skill() - similar to invoke command, it executes the skill in the
840 * direction that the user is facing. Returns false if we are unable to 720 * direction that the user is facing. Returns false if we are unable to
841 * change to the requested skill, or were unable to use the skill properly. 721 * change to the requested skill, or were unable to use the skill properly.
849 size_t len; 729 size_t len;
850 730
851 if (!string) 731 if (!string)
852 return 0; 732 return 0;
853 733
854 for (skop = op->inv; skop != NULL; skop = skop->below) 734 for (skop = op->inv; skop; skop = skop->below)
855 { 735 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
856 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
857 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 736 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
737 {
738 skop = find_skill_by_name (op, skop->skill);
858 break; 739 break;
859 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
860 break;
861 } 740 }
741
862 if (!skop) 742 if (!skop)
863 { 743 {
864 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 744 op->failmsgf ("Unable to find skill %s.", string);
745 return 0;
746 }
747
748 if (!(skill_flags [skop->subtype] & SF_USE))
749 {
750 op->failmsgf (
751 "You feel as if you wanted to do something funny, but you can't remember what. "
752 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
753 "use it with some item, or it's always active.>",
754 &skop->skill
755 );
865 return 0; 756 return 0;
866 } 757 }
867 758
868 len = strlen (skop->skill); 759 len = strlen (skop->skill);
869 760
871 * options given to the skill. Its pretty simple - if there 762 * options given to the skill. Its pretty simple - if there
872 * are extra parameters (as deteremined by string length), we 763 * are extra parameters (as deteremined by string length), we
873 * want to skip over any leading spaces. 764 * want to skip over any leading spaces.
874 */ 765 */
875 if (len >= strlen (string)) 766 if (len >= strlen (string))
876 {
877 string = NULL; 767 string = NULL;
878 }
879 else 768 else
880 { 769 {
881 string += len; 770 string += len;
882 while (*string == 0x20) 771 while (*string == 0x20)
883 string++; 772 string++;
773
884 if (strlen (string) == 0) 774 if (strlen (string) == 0)
885 string = NULL; 775 string = NULL;
886 } 776 }
887 777
888#ifdef SKILL_UTIL_DEBUG 778#ifdef SKILL_UTIL_DEBUG
889 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 779 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
890#endif 780#endif
891 781
892 /* Change to the new skill, then execute it. */
893 if (do_skill (op, op, skop, op->facing, string)) 782 if (do_skill (op, op, skop, op->facing, string))
894 return 1; 783 return 1;
895 784
896 return 0; 785 return 0;
897} 786}
898 787
899static bool 788static bool
900hth_skill_p (object *skill) 789hth_skill_p (object *skill)
901{ 790{
902 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 791 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
903} 792}
904 793
905/* This finds the first unarmed skill the player has, and returns it. 794/* This finds the first unarmed skill the player has, and returns it.
906 */ 795 */
907static object * 796static object *
908find_player_hth_skill (object *op) 797find_player_hth_skill (object *op)
909{ 798{
910 for (object *tmp = op->inv; tmp; tmp = tmp->below) 799 for (object *tmp = op->inv; tmp; tmp = tmp->below)
911 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) 800 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
912 return tmp; 801 return tmp;
913 802
914 return 0; 803 return 0;
915} 804}
916 805
935 * the caller should have set it appropriately). We still want to pass 824 * the caller should have set it appropriately). We still want to pass
936 * through that code if skill is set to change to the skill. 825 * through that code if skill is set to change to the skill.
937 */ 826 */
938 if (player *pl = op->contr) 827 if (player *pl = op->contr)
939 { 828 {
940 if (!pl->combat_ob) 829 if (skill)
941 { 830 {
942 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 831 if (!op->apply (skill))
832 return 0;
833 }
834 else
835 {
836 if (!pl->combat_ob)
943 { 837 {
944 for (tmp = op->inv; tmp; tmp = tmp->below) 838 if (op->flag [FLAG_READY_WEAPON])
945 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
946 break;
947
948 if (!tmp)
949 { 839 {
840 for (tmp = op->inv; tmp; tmp = tmp->below)
841 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
842 break;
843
844 if (!tmp)
950 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 845 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
951 return 0; 846
847 pl->combat_ob = tmp;
952 } 848 }
953 849
954 change_skill (op, find_skill_by_name (op, tmp->skill), 1); 850 if (!pl->combat_ob)
955 }
956 else
957 {
958 if (!skill)
959 { 851 {
960 /* See if the players chosen skill is a combat skill, and use 852 /* See if the players chosen skill is a combat skill, and use
961 * it if appropriate. 853 * it if appropriate.
962 */ 854 */
963 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 855 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
965 else 857 else
966 { 858 {
967 skill = find_player_hth_skill (op); 859 skill = find_player_hth_skill (op);
968 860
969 if (!skill) 861 if (!skill)
970 {
971 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 862 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
972 return 0;
973 }
974 } 863 }
864
865 op->apply (skill);
975 } 866 }
976 867
977 /* now try to ready the new skill */ 868 if (!pl->combat_ob)
978 if (!change_skill (op, skill, 0)) 869 {
979 { /* oh oh, trouble! */ 870 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
980 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
981 return 0; 871 return 0;
982 } 872 }
983 } 873 }
984 874
985 if (!pl->combat_ob) 875 if (!op->apply (pl->combat_ob))
986 {
987 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
988 return 0; 876 return 0;
989 }
990 } 877 }
991
992 if (!op->change_weapon (pl->combat_ob))
993 return 0;
994 878
995 /* lose invisiblity/hiding status for running attacks */ 879 /* lose invisiblity/hiding status for running attacks */
996 if (pl->tmp_invis) 880 if (pl->tmp_invis)
997 { 881 {
998 pl->tmp_invis = 0; 882 pl->tmp_invis = 0;
999 op->invisible = 0; 883 op->invisible = 0;
1000 op->hide = 0; 884 op->flag [FLAG_HIDDEN] = 0;
1001 update_object (op, UP_OBJ_CHANGE); 885 update_object (op, UP_OBJ_CHANGE);
1002 } 886 }
1003 } 887 }
1004 888
1005 int success = attack_ob (tmp, op); 889 int success = attack_ob (tmp, op);
1006 890
1007 /* print appropriate messages to the player */ 891 /* print appropriate messages to the player */
1008 892
1009 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 893 if (success && string && tmp && !tmp->flag [FLAG_FREED])
1010 { 894 {
1011 if (op->type == PLAYER) 895 if (op->type == PLAYER)
1012 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 896 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1013 else if (tmp->type == PLAYER) 897 else if (tmp->type == PLAYER)
1014 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 898 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1017 return success; 901 return success;
1018} 902}
1019 903
1020/* skill_attack() - Core routine for use when we attack using a skills 904/* skill_attack() - Core routine for use when we attack using a skills
1021 * system. In essence, this code handles 905 * system. In essence, this code handles
1022 * all skill-based attacks, ie hth, missile and melee weapons should be 906 * all skill-based attacks, i.e. hth, missile and melee weapons should be
1023 * treated here. If an opponent is already supplied by move_player(), 907 * treated here. If an opponent is already supplied by move_player(),
1024 * we move right onto do_skill_attack(), otherwise we find if an 908 * we move right onto do_skill_attack(), otherwise we find if an
1025 * appropriate opponent exists. 909 * appropriate opponent exists.
1026 * 910 *
1027 * This is called by move_player() and attack_hth() 911 * This is called by move_player() and attack_hth()
1057 /* space must be blocked for there to be anything interesting to do */ 941 /* space must be blocked for there to be anything interesting to do */
1058 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 942 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1059 return 0; 943 return 0;
1060 944
1061 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) 945 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1062 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 946 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
1063 { 947 {
1064 /* Don't attack party members */ 948 /* Don't attack party members */
1065 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 949 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1066 return 0; 950 return 0;
1067 951
1089static int 973static int
1090attack_hth (object *pl, int dir, const char *string, object *skill) 974attack_hth (object *pl, int dir, const char *string, object *skill)
1091{ 975{
1092 object *enemy = NULL, *weapon; 976 object *enemy = NULL, *weapon;
1093 977
1094 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 978 if (pl->flag [FLAG_READY_WEAPON])
1095 for (weapon = pl->inv; weapon; weapon = weapon->below) 979 for (weapon = pl->inv; weapon; weapon = weapon->below)
1096 { 980 {
1097 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 981 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1098 { 982 {
1099 CLEAR_FLAG (weapon, FLAG_APPLIED); 983 weapon->clr_flag (FLAG_APPLIED);
1100 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 984 pl->clr_flag (FLAG_READY_WEAPON);
1101 pl->update_stats (); 985 pl->update_stats ();
1102 if (pl->type == PLAYER) 986 if (pl->type == PLAYER)
1103 { 987 {
1104 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 988 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1105 esrv_update_item (UPD_FLAGS, pl, weapon); 989 esrv_update_item (UPD_FLAGS, pl, weapon);
1123 */ 1007 */
1124static int 1008static int
1125attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1009attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1126{ 1010{
1127 1011
1128 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1012 if (!op->flag [FLAG_READY_WEAPON])
1129 { 1013 {
1130 if (op->type == PLAYER) 1014 if (op->type == PLAYER)
1131 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1015 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1132 1016
1133 return 0; 1017 return 0;
1134 } 1018 }
1135 1019
1136 return skill_attack (NULL, op, dir, string, skill); 1020 return skill_attack (NULL, op, dir, string, skill);
1137
1138} 1021}
1022

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